Release all TREE FBOs in Distorted.onPause().
Children now properly sorted into Postprocessing Buckets.
Messing around with the AttachDaemon (from now on a more generic DistortedMaster).
In preparation for thr SORT job that will let us sort the children Nodes into postprocessing Buckets.
Actually implement proper postprocessing Buckets.
Separate the Postprocessing Effects to their own DistortedEffectsPostprocess queue.This partly breaks Multiblur (to be debugged)
Move the Postprocessing buffers to OutputSurface.
When detaching Nodes, do make sure we also cancel any ATTACH jobs that might be pending.
Progress with Multiblur.
This introduces some regressions with transparency (see: 'Different Bitmaps' and 'Around the world' )
Minor.
Bugfix: we need to have DepthMask and ColorMask both fully on when clearing the FBO in Nodes!
Advances in Multiblur - breaks BLUR for now.
Now there's a single place one can have a look at all the Meshes being rendered to a OutputSurface: OutputSurface.renderChildren().This will need to get modified for per-object post-processing.
New method of rendering.Advantage: now there's one (well, ATM two, but I hope soon really in one) place where we can have a look at all the Meshes that are being rendered to a OutputSurface.This should help with proper per-object POSTPROCESSING effects like Multiblur.
1. Move to Gradle 25.0.02. Bugfix in DistortedNode
Simplify drawRecursive
Introduce Effects.blitPriv() (faster than previous drawNoEffectsPriv)
Make it possible to render each DistortedNode with adjustable OpeGL state (writeing to Color, Depth,Stencil buffers, DEPTH, STENCIL, BLENDING on.off, etc)
Exclude still more methods from public documentation.
Things seem to be working - switch off all debugs.
Bugfix in EffectQueues: if we interpolate something, then stop and again start interpolating, it used to use the old position (position from the moment when we stopped interpolating!) during the first run after the resume. Fix that.
A Lot of fixes for the issues uncovered by Olimpic.
Still at least 1 known issue: sometimes, when we re-add a Surface, some garbage pops up on the screen for a brief split second. Visible in Olimpic.
a few lame fixes for the issues uncovered by Olimpic but it is still wrong
fix for the first issue uncovered by the new Olimpic.
Introduce 3 types of Surfaces: System, Tree, User
- workaround for the issue with flashing in StarWars- return number of objects rendered from OutputSurface.render() and use this in Olympic- rework tree isomorphism so that it now works even if we don't render the whole tree (and also we don't have to reset() the Tree anymore!)...
A lot of different fixes.
A lot of issues still there:
1) if we only render part of the tree, tree isomorphism will sometimes not work correctly2) when we change Effects that are inside Trees mid-render, even if we detach() the affected parts of the Tree first, for the last frame the new Effects will be used...
New, cleaner way to create/destroy DistortedSurfaces.
Serious regression in StarWars (crashes!). Looks like the Node's internal FBO is being deleted and not re-created in time.
Preparation for change of the render API.
Rename various classes; fix a bug in Around the World.
Major change in API: separate the GRID from DistortedObject; completely remove classes derived from DistortedObject.
Move the 'Save' app to using a DistortedFramebuffer.
Improvements for DFramebuffer.
Javadoc
Move the *List classes into static members of DistortedFramebuffer and DistortedObject.
DistortedFramebuffer should we working now, including deletions.
Cleanup
Move DistortedNode and Distorted to use the new DistortedRenderTarget.
Minor stuff
Remove the 'invert' option from DistortedProjection - this was making the DistortedNode-based apps not show the Objects, because the winding of triangles was wrong.Now however the DistortedNode based stuff is inverted top-down :)
Cleanup.
Fix for adding a single DistortedObject to a DistortedNode tree multiple times.
Add license
remove the remains of DistortedBitmaps from DistortedNode
Beginnings of support for PostShader effects (SavePNG, SaveMP4)
Minor cleanup.
Fix for issue 1: 'FBO not visible' : we forgot to clear the HashMap in DistortedNode.
Make deep copying DistortedObjects (needed in DistortedNode) standard.
Defensive programming.
Provide support to add any class derived from DistortedObject to DistortedNode.
Fix javadoc errors
Initial commit